A Guide to Minor Factions and the Background Sim

And I seriously doubt FD would have implemented a 'selling' mechanism to change influence but no 'buying' influence to oppose this.
Exploration data is a 'one way' influence, but then you can't buy data at the prices you sell it for.

well - works with trade, no? afaik no influence gain/loss via buying (at least it was so in 1.5), but influence gain via selling.

as said, it used to work with reputation (selling expensive moduls), but was patched out.

if it still works with influence, it is for sure not an "implementation", but a bug/exploit, simply taking the profit made (by selling a modul) as a profit value like when you trade. a bit like gaining reputation/influence by selling a wingmates abandoned cargo (selling price = profit, like with mining), or nuking influence by selling a wingmates not-abandoned "stolen" cargo.
 
Yes, that was the question - if I turn bonds to a station owned by the faction, does it have a greater effect?

Not that I have noticed, but then it is difficult to tell as it's still open to argument about the Bonds themselves to a degree.
Questions remain as to:

Is it better to cash more often and little value or less often and more value ? (It was more often and little prior to 2.1)

Does population of the system have any relationship to the % gained when cashing in Bonds like other things do?
 
Not that I have noticed, but then it is difficult to tell as it's still open to argument about the Bonds themselves to a degree.
Questions remain as to:

Is it better to cash more often and little value or less often and more value ? (It was more often and little prior to 2.1)

Does population of the system have any relationship to the % gained when cashing in Bonds like other things do?

I can tell that there appears to be a cap. Yesterday a single hour: +3%. Today all day: +5%.
 
from another thread, a dev gives a list of crimes (which should effect influence and states of the faction controlling jurisdiction, as well (?) as the "target"-faction:

The possible Crimes I have found include Assault, Murder, Piracy, Interdiction, IllegalCargo, DisobeyPolice, FireInNoFireZone, FireInStation, DumpingDangerous, DumpingNearStation, DockingMinor_BlockingAirlock, DockingMajor_BlockingAirlock, DockingMinor_BlockingLandingPad, DockingMajor_BlockingLandingPad, DockingMinor_Trespass, DockingMajor_Trespass, CollidedAtSpeedInNoFireZone, CollidedAtSpeedInNoFireZone_HullDamage

my list (open for debates):

1. Assault: opening fire on a ship not wanted/not scanned as wanted

2. Murder: Killing a target

3. Piracy: selling stolen goods

4. Interdiction: Interdicting a non-wanted Ship

5. IllegalCargo: Getting cargo-scanned with Illegal cargo

6. DisobeyPolice: no idea. maybe: not submitting to an interdiction?

7. FireInNoFireZone, FireInStation, DumpingDangerous, DumpingNearStation, DockingMinor_BlockingAirlock, DockingMajor_BlockingAirlock, DockingMinor_BlockingLandingPad, DockingMajor_BlockingLandingPad, DockingMinor_Trespass, DockingMajor_Trespass, CollidedAtSpeedInNoFireZone, CollidedAtSpeedInNoFireZone_HullDamage: self-explanatory. minor= before timer runs out, major= after timer runs out
 
Its possible that influence effects of repeated fines at stations is turned off. Did some testing of this back in 2.0. The fine value adds up but may just be counted as 1 to prevent abuse.
 
Its possible that influence effects of repeated fines at stations is turned off. Did some testing of this back in 2.0. The fine value adds up but may just be counted as 1 to prevent abuse.

had exactly the same experience in 2.0 - dropping cargo at stations didn't nuke influence ...
 
BGS - beta patchnotes

https://forums.frontier.co.uk/showthread.php/290122-Elite-Dangerous-2-2-Beta-is-live

- Assassination, Massacre, Piracy, Rescue missions updated to have target faction state effects
- Salvage and Collect missions have got a new destination faction state effect now
- Courier missions now also affect the target faction
- Updated smuggle and delivery mission templates with new state effects that affect the destination faction's state, as well as the mission giver's state
- All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target
- Fixed some economic states ending too early for factions
- Fixed the faction retreat state so that it only tries to cancel pending conflicts in the system it's retreating from, not all conflicts everywhere
- Stopped factions expanding into starsystems that can't be travelled to or are immune to conflicts
- Fixed some market & shipyard price overrides not correctly ignoring expired modifiers
- Only display a conflict state on the galaxy map if the Faction controlling that system is also fighting in that system
 
Can anyone verify the premise? I.E. is it possible to affect the influence of the controlling faction and trigger a war during lockdown?

Cheers, indianajonesey

yes and no.

you can't affect a factions influence in lockdown directly (e.g. the faction will not loose influence, if you kill its ships - the faction will not win influence, if you cash in bounties).

but you can affect a factions influence in lockdown indirectly - if you push or destroy other factions influence in the system, their win or loss of influence will be shared by all other faction in relation to their influence in system (e.g. faction A,B,C - A 60% influence, B 30% influence and in lockdown, C 10% influence. A looses 20% - B gains 15%, C 5% from this.).
 
https://forums.frontier.co.uk/showthread.php/290122-Elite-Dangerous-2-2-Beta-is-live

- Assassination, Massacre, Piracy, Rescue missions updated to have target faction state effects
- Salvage and Collect missions have got a new destination faction state effect now
- Courier missions now also affect the target faction
- Updated smuggle and delivery mission templates with new state effects that affect the destination faction's state, as well as the mission giver's state
- All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target
- Fixed some economic states ending too early for factions
- Fixed the faction retreat state so that it only tries to cancel pending conflicts in the system it's retreating from, not all conflicts everywhere
- Stopped factions expanding into starsystems that can't be travelled to or are immune to conflicts
- Fixed some market & shipyard price overrides not correctly ignoring expired modifiers
- Only display a conflict state on the galaxy map if the Faction controlling that system is also fighting in that system


Wonder if they have fixed the assasination missions so the targets actually turn up.
 
So we are back to 2.0 as for mission effects :)

Anyone in game (I can't get beta until tonight) can tell if mission effect for destination faction is known before taking the mission?
 
So we are back to 2.0 as for mission effects :)

Anyone in game (I can't get beta until tonight) can tell if mission effect for destination faction is known before taking the mission?

I've asked Michael to confirm whether the effects on destination factions are limited to States (boom, outbreak etc) or whether they also have an influence effect. The wording of the patch notes appear to be specific to the states only and not influence.

Reverting back to influence effects would be a retrograde step, it would cause BGS insanity in any system close to an engineer very similar to the effects when powerplay was introduced.
 
so no new bgs states added such as gold rush, or space weather. Disappointing, and no impact of passanger missions on growing system populaitons
 
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